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Rigging a Low Poly Character in Maya 2018
Rating: 4.3 out of 5(39 ratings)
284 students

Rigging a Low Poly Character in Maya 2018

Create a simple character rig, bind and paint weights on a low polygon character
Created byEric Kunzendorf
Last updated 1/2018
English
English [Auto],

What you'll learn

  • Rig biped characters of their own

Course content

1 section40 lectures4h 54m total length
  • Introducing the Rig Features8:18

    Learn to rig a low-poly Maya character with an FK/IK armature, space switching, IK hips and arms, twist joints, and robust naming for reliable animation.

  • Creating the Spine8:24

    Build a spine and head joint chain in Maya 2018, using side and front views, the joint tool, and an organized outliner hierarchy to rig a low-poly character.

  • Leg Placement5:23

    Create the leg rig by building the pelvis, hip, knee, ankle, and toe joints in maya 2018, name and prefix the hierarchy, and mirror to the left leg.

  • Creating the Left Arm Skeleton6:04

    Create the left arm skeleton by placing joints for shoulder, elbow, and wrist in Maya, aligning with the C-spine and planning IK-driven motion, then mirror and prepare for hand joints.

  • Placing Hand and Finger Joints8:48

    Place and name hand and finger joints in Maya, from the wrist to the thumb and fingers, then mirror, rename, and prefix for a ready-to-orient hand skeleton.

  • Joint Orientation Setup and Orienting the Spine8:28

    Orient the spine joints in Maya 2018 using the Comet Joint Orient script, setting the aim axis to x and world up to y for consistent rotations.

  • Orienting the Arms8:51

    Orient the arm rig by aligning shoulder, finger, and thumb joints using local rotation axes, tweaking and rotating with hierarchy, to achieve consistent curling along the z axis.

  • Orienting the Legs and Forearms6:41

    Orient the pelvis and legs to align joint axes for a stable ik chain; create a forearm form joint and use a point constraint to align wrist and elbow.

  • Creating and Naming IK Handles5:59

    Create IK chains on the body with a rotate plane solver, naming pelvis, legs, feet, and arms, using a Manolo_ prefix and an _HDL suffix.

  • Adding Spine Groups7:52

    Organize spine controls by creating a temporary IK handle group, an overall translate group, and a spine chain (low, mid, high) with neck and C-spine components.

  • Creating the Head and Collar7:53

    Create head and neck controls using a NURBS circle, reparent shapes, and freeze transformations. Add a jaw control and color-code centralized controls with prefix naming to prep for leg rigging.

  • Editing Suffixes and Parenting Constraining7:09

    Rename controls with search and replace to add the _ctrl suffix, then constrain them to spine, neck, and jaw joints using maintain offset.

  • Making Foot and Knee Controls5:42

    Create foot and knee controls for a Maya rig by building left side controllers, snapping to ankle joints, duplicating to the right, and applying pull-vector constraints and custom attributes.

  • Inverse Grouping the Foot8:09

    Create and organize foot groupings for a Maya 2018 low poly rig, including heel raise and toe tap groups, then attach IK handles under the appropriate groups.

  • Connecting the Controls Part 18:08

    Connects rotation controls to the foot controls in Maya 2018, using the connection editor to map heel lift, toe tap, and toe swivel, and fixes capitalization with search and replace.

  • Connecting the Controls Part 26:24

    Connect the foot controls with the connection editor, mapping heel lift, toe tap, and toe swivel to rotate axes, rename for left and right, and colorize for clarity.

  • Creating the Hip Rig4:48

    Learn a simple hip rig setup in Maya 2018 by creating a 4x4 curve grid on the ground, building pelvis controls, and parenting IK handles to drive hip motion.

  • Rigging the Collar and Shoulder6:19

    Create collar and shoulder controls in Maya 2018 by building two joint controllers, snapping pivots, mirroring left and right, and parenting them under C-spine group, with color coding for clarity.

  • Constraining the Arm IK6:46

    Set up left and right arm IK controls in Maya by creating custom controllers, snapping to joints, and applying constraints to bend the elbow while keeping the wrist oriented.

  • Constraining the Forearm Joint4:01

    Learn how to constrain the forearm joint in Maya 2018 by using an orient constraint to split rotation between the elbow and wrist, preserving wrist volume and simulating forearm rotation.

  • Making the Finger Controls7:43

    Create finger controls for a Maya 2018 low-poly character using NURBS circle controllers, color-coded handles, and properly oriented thumb joints for precise rigging; define curl and spread attributes per finger.

  • Reordering and Connecting Attributes7:48

    Learn to reorder and connect channel box attributes in Maya 2018 using a Python script, and set up global controls like thumb spread and fist for finger rigging.

  • Connecting Finger Attributes7:17

    Export, duplicate, and import a finger control in Maya 2018 to connect finger attributes to the wrist via point constraints, rotation mappings, and direct finger spreads.

  • Set Driven Key for Spread and Cup Attributes6:06

    Learn to create finger spread controls and cup joint rotation in Maya using set driven keys, grouping finger parts and keying rotations for consistent spread behavior.

  • Set Driven Keys for the Global Fist7:31

    Build a global fist in maya 2018 by wiring palm joint groups to finger controls with set driven keys, enabling a single driver to create fist poses and controlled spreads.

  • Connecting the Right Side with the Node Editor7:09

    Connect the right side controls with the node editor and map finger joints to rotate axes, using unit conversions to build a Maya rig.

  • Connecting the Right Side Cup, Spread and Fist Attributes8:00

    Connect the right cup, spread, and fist controls in Maya 2018 by setting rotate X constraints driven by the cup joint and mirroring the setup on the left.

  • Creating Space Switching for the Arm7:14

    Explore space switching for arms in Maya 2018 using an offset group and a follow constraint to switch attachment between the collarbone, upper spine, or world space.

  • Creating Space Switching for the Elbow7:33

    Learn to build a space-switching elbow rig in Maya 2018, using set driven keys and a color, translate, and collarbone follow system for flexible FK/IK control.

  • Space Switching the Feet8:05

    Learn space switching the feet in Maya 2018 by building arm IK and leg follow controls, using parent constraints, driven keys, and translate and COAG attributes.

  • Creating and Connecting the Master Scale Attribute6:06

    Create and connect a master scale attribute with a minimum of 0.2 and a default of 1 to drive the rig, linking skeletal and control groups via constraints.

  • Face Control, Clean Up and Adding the CurvyAdd to the Neck8:40

    Create a face control constrained to the head joint, then clean up the rig by locking attributes and add a curvy neck control driven by a multiply/divide node.

  • Binding Manlo to the Skeleton8:30

    Learn how to bind a low-poly Maya mesh to a skeleton using selected joints, geodesic voxel weighting, and weight painting, with prep steps for IK controls and quick control sets.

  • Create a "Weight Dance for the Body" Part 19:48

    Continue setting up the weight dance in Maya 2018 by building poses, applying weight painting, and setting keyframes for hip, spine, and arm controls with select all and worldspace.

  • Creating the "Weight Dance" for the Body Part 28:02

    Explore weight painting for a low poly Maya 2018 character, focusing on fingers, wrist, neck, and mirroring poses to prevent elbow collapse and refine constraints.

  • Apply a Full-Body Blend Shape5:50

    Learn weight painting for a low poly Maya character by duplicating geometry to create corrective blend shapes, then place them below the skin cluster and paint weights.

  • Painting Weights on the Shoulder8:17

    Paint weights on a low-poly Maya character, focusing on the shoulder. Use the paint weights tool to adjust collarbone and spine influences with add, replace, and smooth operations.

  • Painting Weights on the Arm and Wrist8:43

    Paint and mirror skin weights across the yz plane to create symmetry, then use the component editor to balance elbow and wrist influences for a smooth, practical rig.

  • Painting Weights on the Fingers8:01

    Paint weights on the fingers to control palm and knuckle influence. Flood knuckles to 100 percent or 50 percent and adjust joints to maintain volume.

  • Painting Weights for the Foot and Conclusion8:01

    Paint skin weights for the feet and mirror weights across the body, then refine hip and ankle controls to improve deformation; test with a walk cycle.

Requirements

  • You should have a basic familiarity with Maya's hotbox interface.
  • You should be able to distinguish between world and object space
  • You should have a basic knowledge of hierarchies.
  • You should understand the relationship between an objects Transform node and its Shape node

Description

Rigging can be a very excruciatingly technical step in creating animatable characters. This class aims to present a step-by-step guide to creating a functional character rig that will allow the animator to deliver a believable performance. Being able to rig characters from scratch empowers the animator to be able to create characters of their own free from the constraints of automatic rigging solutions. Make no mistake, such solutions are great timesavers, but they can tend to limit the animator.

We will create this rig using Manlo, the character we modeled, UV mapped and surfaced in Model a Low-Polygon Character in Maya 2018, so if you are new to Maya, you should at least have that course under your belt. Also, please note that this is an intermediate class. The author assumes you have a functional understanding of basic Maya tools as the move, rotate, and scale tools, shelf and tool locations and using Maya's hotbox to access them; concepts like X, Y, and Z movement and axes, object vs. world space movement and rotations and hierarchies. The author will address these ideas in terms of rigging characters, however, they may be unfamiliar to beginners.

That said, at the end of this course, you will have both a rigged character that you can use in your own animations AND the skill set to create animated characters of your very own!

Who this course is for:

  • Anyone who wants to rig 3D modeled characters in Maya.